KannitriCreature 13
Source Pathfinder #166: Despair on Danger Island
Perception +26
Languages Tien
Skills Intimidation +26, Lore +24, Occultism +24, Lore +24
Str -5, Dex +5, Con +0, Int +3, Wis +6, Cha +7
AC 33; Fort +19; Reflex +24; Will +25;
HP 175 (negative healing, rejuvenation)
Speed 0 feet (fly 40 feet)
Immunities paralyzed, unconscious, poison, precision, death effects, disease
Resistances All 10
Ghostly Fist +28 (+24, +20) to hit (agile, finesse, magical) 3d8+13 Negative
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Site BoundA typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location.
Rejuvenation (divine, necromancy)Burying Kannitri's remains in the courtyard or carving her name into the pagoda sculpture there (area A3) permanently puts her spirit to rest.
When a ghost is destroyed, it re-forms after 2d4 days within the location it's bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting.
Corrupting GazeThe ghost stares at a creature it can see within 30 feet. The target takes 7d6 negative damage with a DC 33 willbasic Will save.
A creature that fails its save is also Stupefied 1 for 1 minute.
Draining TouchWith a touch, the ghost attempts to drain a living creature's life force. It makes a ghostly hand Strike but deals no damage on a hit.
Instead, the target becomes Drained 1 for 1 day, and the ghost regains HP equal to half its own level.
Flurry of Blows (flourish)Kannitri makes two Strikes with her ghostly fist. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
IncorporealAn incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects-only against incorporeal ones-unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.